Treasure: Rods
Now, let's convert the rods from the Dungeon Master's Guide for D&D 3.5. At least the ones that make sense in GURPS. Also, I decided to change the magic item format by culling the TL8 part and the metatronic generator part. I am not using those, and they take extra time. Sorcery is much more workable, it seems.
Rod of
Absorption
Rod of Absorption – as an enchanted item (using
Sorcery)
This
rod acts as a magnet, drawing magical effects into itself. The rod of
absorption has ER 20 that the wielder can use to power any of their magical
abilities. This ER starts empty. The rod grants the wielder Magic Resistance 3
(Improved) (p. B67). Whenever a spell is cast on the wielder, they can waive
their bonus to resist from Magic Resistance and instead roll their unmodified
resistance roll. The caster still gets a penalty equal to that MR. If the spell
fails for whatever reason, the wielder gain a number of character points equal
to the spell’s modified Fatigue Point cost to cast (e.g., reduced by high
skill). The rod replenishes a point of ER for each gained character point.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: ER 20
(Magical; Special Recharge, -70%) [18] + Magic Resistance 3 (Improved, +150%;
Magical, -10%; Spell Absorption, ER, +50%) [18]. Weapon, Metal, x0.45; 17 EP.
TL3
Price: 2 x ($100 + 17 x $320) = $11,080.
Rod of Alertness
Rod of Alertness – as an enchanted item (using
Sorcery)
This
rod acts as a mace. It is enchanted to grant the wielder +1 to skill rolls to
hit with it. In addition, if grasped firmly, the rod enables the holder to cast
the following spells: Compel
Truth, Detect Magic (GURPS
Thaumatology: Sorcery, p. 19), Light 2 (GURPS
Thaumatology: Sorcery, p. 19), See
Invisible, Sense
Chaos, Sense Danger (GURPS Sorcery:
Protection and Warning Spells, p. 12), Sense
Evil, Sense
Good, Sense
Law.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Compel
Truth [28/5=6] + Detect Magic [7/5=2] + DX+1 (Accessibility, Only attacks
with this weapon, -80%; Magical, -10%) [4] + Light 2 [15/5=3] + See
Invisible [30] + Sense
Chaos [8/5=2] + Sense Danger [4/5=1] + Sense
Evil [8/5=2] + Sense
Good [8/5=2] + Sense
Law [8/5=2]. Weapon, Metal, x0.45; 25 EP.
TL3
Price: 2 x ($150 + 25 x $320) = $16,300.
Rod of Cancellation
Rod of Cancellation – as an enchanted item (using
Sorcery)
This
dreaded rod is a bane to magic items, for its touch drains an item of all
magical properties. The item touched must resist in a Quick Contest of its
spell level (if a skill) or its enchanter’s Will + Talent (if a power) against
the rod’s wielder’s Will to prevent the rod from draining it. Upon draining an
item, the rod itself becomes brittle and cannot be used again. Drained items
are cannot be restores. (If a sphere of annihilation and a rod of cancellation
negate each other, nothing can restore either of them.)
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Neutralize
(Magic; Accessibility, Must target an enchanted item, -20%; Cosmic, Removes
Enchantments, +100%; Extended Duration, Truly Permanent, +300%; Magical, -10%;
Nuisance Effect, Becomes brittle and useless after a successful use, -200%) [135].
Weapon, Metal, x0.45; 61 EP.
TL3
Price: 2 x ($3,000 + 61 x $320) = $45,040.
Rod of Enemy
Detection
Rod of Enemy Detection – as an enchanted item (using
Sorcery)
This
rod allows the wielder to cast Sense
Foes (Improved).
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Sense
Foes (Improved) [35]. Weapon, Metal, x0.45; 16 EP.
TL3
Price: 2 x ($100 + 16 x $320) = $10,440.
Rod of Flailing
Rod of Flailing – as an enchanted item (using Sorcery)
Upon
the command of its possessor, the rod activates, changing from a normal-seeming
rod to a double-ended heavy flail (GURPS
Fantasy-Tech 2: Weapons of Fantasy, p. 7) enchanted with Defending Weapon 1
and Puissance 1 (+1 to Parry and +2 to swing damage). Transforming it into a
weapon or back into a rod takes 2 seconds.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Alternate
Form (Rod of Flailing; Magical, -10%; Reduced Time 3, +60%) [32] (KYOS: 30). Note: “Rod of Flailing” is Double-Ended
Heavy Flail with Enhanced Parry 1 (This weapon only; Magical, -10%) [5] and Striking
ST+2 (Magical, -10%; One Attack, This weapon, -60%) [3] (KYOS: 1). Weapon,
Metal, x0.45; 15 EP (KYOS 14 EP).
TL3
Price: 2 x ($70 + 15 x $320) = $9,740.
TL3 Price (KYOS): 2 x ($70
+ 14 x $320) = $9,100.
Rod of Flame
Extinguishing
Rod of Flame Extinguising – as an enchanted item
(using Sorcery)
This
rod allows the wielder to cast Extinguish Fire 1 (Pyramid #3-63, p. 7).
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extinguish
Fire 1 [15]. Weapon, Metal, x0.45; 7 EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
Rod of Lordly
Might
Rod of Lordly Might – as an enchanted item (using
Sorcery)
This
rod has functions that are spell-like, and it can also be used as a magic
weapon of various sorts. It also has several more mundane uses. The rod of
lordly might is metal, thicker than other rods, with a flanged ball at one end
and six studlike buttons along its length. (Pushing any of the rod’s buttons is
A Ready maneuver.)
The
following spell-like functions of the rod can each be used once per day. They
are only usable when the rod is in its normal form.
-
A paralyzing attack. If a hit with the rod is successful,
then the target must make an HT roll with a bonus equal to DR of the location
that was hit (DR with Tough Skin does not count). On a failure, the target is
paralyzed for margin of failure minutes.
-
Fear upon all enemies viewing it. The wielder can
exclude any creatures from this effect. All affected creatures must make an immediate
Fright Check. The victims get +1 per Fright Check after the first within 24
hours.
-
Deliver a vampiric strike. For every full 3 HP of injury the rod inflicts on
a living victim, the wielder heals 1
HP. The wielder cannot raise his HP above normal this way.
The
following weapon functions of the rod have no limit on the number of times they
can be employed. All the following transformations take 2 seconds.
-
In its normal form, the rod can be used as a mace of
Accuracy 1. This gives the weapon a +1 to skill rolls to hit.
-
When button 1 is pushed, the rod becomes a flaming
longsword. A blade springs from the ball, with the ball itself becoming the
sword’s hilt. The weapon lengthens to an overall length of 4 feet. The blade
deals 1d follow-up burning damage.
-
When button 2 is pushed, the rod becomes an axe of
Accuracy 1. A wide blade springs forth at the ball, and the whole lengthens to
4 feet. This gives the weapon a +1 to skill rolls to hit.
-
When button 3 is pushed, the rod becomes a short spear,
a long spear, or a lance of Accuracy 2. The spear blade springs forth, and the
handle can be lengthened up to 12 feet (wielder’s choice), for an overall
length of from 6 feet to 15 feet. This gives the weapon a +2 to skill rolls to
hit.
The
following other functions of the rod also have no limit on the number of times
they can be employed. They can only be used when the rod is in its normal form.
-
Climbing pole/ladder. When button 4 is pushed, a spike
that can anchor in granite is extruded from the ball, while the other end
sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet
in 10 seconds, stopping when button 4 is pushed again. Horizontal bars three
inches long fold out from the sides, 1 foot apart, in staggered progression.
The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds.
The wielder can retract the pole by pushing button 5. Retraction takes 10
seconds.
-
When button 6 is pushed, the rod indicates magnetic
north and gives the wielder a knowledge of his approximate depth beneath the
surface or height above it.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Absolute
Direction (Magical, -10%) [5/5=1] + Affliction 1 (HT; Follow-Up, This weapon,
+0%; Limited Use, 1/day, -40%; Magical, -10%; Paralysis, +150%) [20/5=4] + Alternate
Form (Axe of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate
Form (Climbing Pole/Ladder; Magical, -10%) [14/5=3] + Alternate Form (Flaming
Longsword; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Lance
of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate Form (Long
Spear of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + Alternate
Form (Short Spear of Accuracy; Magical, -10%; Reduced Time 3, +60%) [23/5=5] + DX+1
(Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Terror
(Sight; Limited Use, 1/day, -40%; Magical, -10%; Selective Effect, +20%) [21/5=5]
+ Vampiric Strike [33]. Notes: “Axe
of Accuracy” is Axe with DX+1 (Accessibility, Only attacks with this weapon,
-80%; Magical, -10%) [4]. “Flaming Longsword” is Longsword with Burning Attack
1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4]. “Lance of
Accuracy” is Lance with DX+2 (Accessibility, Only attacks with this weapon,
-80%; Magical, -10%) [8]. “Long Spear of Accuracy” is Long Spear with DX+2
(Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8]. “Short
Spear of Accuracy” is Short Spear with DX+2 (Accessibility, Only attacks with
this weapon, -80%; Magical, -10%) [8]. “Vampiric Strike” is Imbue 3 (Limited
Skill Access, Vampiric Weapon, -80%) [8] + Unusual Training [1] + Vampiric
Weapon (VH) DX [8] modified with Cosmic, No die roll required (+100%), Limited
Use, 1/day (-40%), Magical (-10%) and Reduced Fatigue Cost 2 (+40%). Weapon,
Metal, x0.45; 34 EP.
TL3
Price: 2 x ($300 + 34 x $320) = $22,360.
Rod of Metal and
Mineral Detection
Rod of Metal and Mineral Detection – as an enchanted
item (using Sorcery)
This
rod allows the wielder to cast Seek
Earth and Seek
Metal.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Seek
Earth [61] + Seek
Metal [41/5=9]. Weapon, Metal, x0.45; 32 EP.
TL3
Price: 2 x ($300 + 32 x $320) = $21,080.
Rod of Metamagic
(Empower)
Rod of Metamagic (Empower) – as an enchanted item
(using Sorcery)
This
rod allows the wielder to use Extra Effort (GURPS
Thaumatology: Sorcery, p. 6) for his spells more easily, giving him a +4
bonus to Will for this purpose only. This rod can be used three times per day.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Will+4
(Accessibility, Only for Extra Effort on Sorcery spells, -80%; Limited Use,
3/day, -20%; Magical, -10%) [4]. Weapon, Metal, x0.45; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Rod of Metamagic
(Enlarge)
Rod of Metamagic (Enlarge) – as an enchanted item
(using Sorcery)
This
rod allows the wielder to increase the range of his spells. Doing so imposes a
-1 penalty on the casting roll per level of Increased Range (p. B106) applied.
If the spell has no casting roll, then the wielder must make an IQ roll instead
with the intended penalty. If this roll fails, the spell fizzles. This rod can
be used three times per day.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra
Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Increased
Range technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%)
for the total of 2. Weapon, Metal, x0.45; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
Rod of Metamagic
(Extend)
Rod of Metamagic (Extend) – as an enchanted item
(using Sorcery)
This
rod allows the wielder to increase the duration of his spells. Doing so imposes
a -2 penalty on the casting roll per level of Extended Duration (p. B105)
applied. This cannot make the duration permanent. If the spell has no casting
roll, then the wielder must make an IQ roll instead with the intended penalty.
If this roll fails, the spell fizzles. This rod can be used three times per
day.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra
Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Extended
Duration technique) [1] modified by Limited Use, 3/day (-20%) and Magical
(-10%) for the total of 2. Weapon, Metal, x0.45; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
Rod of Metamagic
(Maximize)
Rod of Metamagic (Maximize) – as an enchanted item
(using Sorcery)
This
rod allows the wielder to use Extra Effort (GURPS
Thaumatology: Sorcery, p. 6) for his spells more easily, giving him a +16
bonus to Will for this purpose only. This rod can be used three times per day.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Will+16
(Accessibility, Only for Extra Effort on Sorcery spells, -80%; Limited Use,
3/day, -20%; Magical, -10%) [16]. Weapon, Metal, x0.45; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
Rod of Metamagic
(Quicken)
Rod of Metamagic (Quicken) – as an enchanted item
(using Sorcery)
This
rod allows the wielder to quicken the casting of some of his spells. Doing so
imposes a -2 penalty on the casting roll per level of Reduced Time (p. B108)
applied. This only affects spells that have normal casting times longer than
one second (for example, Divination or Create Object). If the spell has no
casting roll, then the wielder must make an IQ roll instead with the intended
penalty. If this roll fails, the spell fizzles. This rod can be used three
times per day.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra
Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Reduced
Time technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%)
for the total of 2. Weapon, Metal, x0.45; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
Rod of Metamagic
(Silent)
Rod of Metamagic (Silent) – as an enchanted item
(using Sorcery)
This
rod allows the wielder to cast spells with no magical incantations. Doing so
imposes a -1 penalty on the casting roll. If the spell has no casting roll,
then the wielder must make an IQ roll instead with the intended penalty. If
this roll fails, the spell fizzles. This rod can be used three times per day.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Extra
Option (Power Techniques for Sorcery spells) [1] + Unusual Training (Silent
Casting technique) [1] modified by Limited Use, 3/day (-20%) and Magical (-10%)
for the total of 2. Weapon, Metal, x0.45; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
Rod of Negation
Rod of Negation – as an enchanted item (using Sorcery)
This
device negates the spell or spell-like function or functions of magic items.
The wielder points the rod at the magic item, and a pale gray beam shoots forth
to touch the target device. The wielder rolls Innate Attack (Beam) to hit. The
item hit must resist with its spell level (if a skill) or its enchanter’s Will
+ Talent (if a power) to prevent the rod from neutralizing its powers for 3
minutes.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Neutralize
(Magic; Accessibility, Must target an enchanted item, -20%; Fixed Duration,
+0%; Limited Use, 3/day, -20%; Magical, -10%; Ranged, +40%; Weaponized, -50%) [20].
Weapon, Metal, x0.45; 9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
Rod of Rulership
Rod of Rulership – as an enchanted item (using
Sorcery)
This
rod looks like a royal scepter. The wielder can command the obedience and
fealty of creatures in his sight within 64 yards when he activates the device
(a Ready maneuver). The wielder rolls a Quick Contest of IQ vs. each subject’s
Will, applying normal range penalties. Those who fail, obey the wielder until
he deactivates the device. Creatures that resist successfully are not affected
by this rod again for 24 hours. Ruled creatures obey the wielder as if she were
their absolute sovereign. Still, if the wielder gives a command that is
contrary to the nature of the creatures commanded, they get another roll to
resist. The rod can be used for 900 total minutes before crumbling to dust.
This duration need not be continuous.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Mind
Control (Area Effect, 64 yards, +300%; Emanation, -20%; Extended Duration, x300,
+100%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Single Use,
Variant, x1/5) [54]. Weapon, Metal, x0.45; 25 EP.
TL3
Price: 2 x ($150 + 5 x $320) = $16,300.
Rod of Security
Rod of Security – as an enchanted item (using Sorcery)
This
rod allows the wielder to cast Sanctuary.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Sanctuary
[130]. Weapon, Metal, x0.45; 59 EP.
TL3
Price: 2 x ($2,000 + 59 x $320) = $41,760.
Rod of Splendor
Rod of Splendor – as an enchanted item (using Sorcery)
This
rod grants the wielder Charisma 3 (p. B41). Once per day, the rod creates and
garbs the wielder in clothing of the finest fabrics, plus adornments of furs
and jewels. Apparel created by the magic of the rod remains in existence for 12
hours. However, if the possessor attempts to sell or give away any part of it,
to use it for a spell component, or the like, all the apparel immediately
disappears. The same applies if any of it is forcibly taken from her. In
effect, this is identical to the Fashion Sense (p. B21) advantage.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Charisma
3 (Magical, -10%) [14] + Fashion Sense (Magical, -10%) [5]. Weapon, Metal, x0.45;
9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
Rod of the
Python
Rod of the Python – as an enchanted item (using
Sorcery)
This
rod is longer than normal rods - it is about 6 feet long. It strikes as a quarterstaff. When the rod
is tossed down, it becomes an anaconda (GURPS
Dungeon Fantasy 5: Allies, p. 6) (this function only works if the anaconda’s
point value is 75% or less of your point value). The creature obeys and serves you
for up to 6 hours.
If
the creature was dismissed or dispelled, or if the duration ran out, then you
have to wait five minutes before you can summon one again. If slain in snake
form, the rod simply reverts to a rod that can be used again at a later time,
but no earlier than one day after such death.
The
rod has SM-3, DR 2 and HP 3, it weighs 4 pounds.
Statistics: Ally (Anaconda;
Built on 75%; Constantly; Conjured, +100%; Magical, -10%; Maximum Duration, 6
hours, -5%; Requires the wielder to drop the rod, -10%) [21]. Staff, x0.35; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
Rod of the Viper
Rod of the Viper – as an enchanted item (using
Sorcery)
Thrice
per day, the wielder of the rod can make command the head of the rod to become
that of an actual serpent, making it deal 2d follow-up toxic damage.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Toxic
Attack 2d (Follow-Up, This weapon, +0%; Limited Use, 3/day, -20%; Magical,
-10%; Visible, -10%) [5]. Weapon, Metal, x0.45; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
Rod of Thunder
and Lightning
Rod of Thunder and Lightning – as an enchanted item
(using Sorcery)
Constructed
of iron set with silver rivets, this rod has the properties of a mace. Its other
magical powers are as follows.
-
Once per day, the wielder of the rod can cast
Thunderclap 1 (GURPS Thaumatology:
Sorcery, p. 24).
-
Once per day, the wielder of the rod can cast Stroke
of Lightning 2.
-
Once per day, the wielder of the rod can make imbue
the rod with lightning, making it deal 2d follow-up burning surge damage.
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Burning
Attack 2d (Follow-Up, This weapon, +0%; Limited Use, 1/day, -40%; Magical,
-10%; Surge, +20%; Visible, -10%) [6/5=2] + Stroke
of Lightning 2 (Limited Use, 1/day, -40%) [16/5=4] + Thunderclap 1 (Limited
Use, 1/day, -40%) [32]. Weapon, Metal, x0.45; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
Rod of Withering
Rod of Withering – as an enchanted item (using
Sorcery)
A rod of withering acts as a mace
that deals toxic damage instead of crushing. Toxic damage only harms living
things and has no special damage effects – but it also leaves no bruises or, in
this case, any other evidence!
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Imbue 1
(Limited Skill Access, Toxic Strike, -80%) [2] + Unusual Training [1] + Toxic Strike
(VH) DX [8] modified with Always On (-10%), Cosmic, No die roll required
(+100%), Magical (‑10%), Reduced Fatigue Cost 2 (+40%), and Visible (‑10%).
Weapon, Metal, x0.45; 11 EP.
TL3
Price: 2 x ($70 + 11 x $320) = $7,180.
Rod of Wonder
Rod of Wonder – as an enchanted item (using Sorcery)
A rod of wonder is a strange and
unpredictable device that randomly generates any number of weird effects each
time it is used. Typical powers of the rod include the following.
1d, 1d, 1d
|
Wondrous Effect
|
1-3, 1,
1-3
|
|
1-3, 1,
4-6
|
|
1-3, 2
,1-3
|
Deludes
wielder for 5 seconds into believing the rod functions as indicated by a
second die roll (no save).
|
1-3, 2,
4-6
|
Air Jet
5 (GURPS Thaumatology: Sorcery, p.
12)
|
1-3, 3,
1-3
|
|
1-3, 3,
4-6
|
|
1-3, 4,
1-3
|
|
1-3, 4,
4-6
|
Summon
an animal (worth 50% or less of the character’s point value) that serves the
character for 10 minutes (or until slain, or until another effect of the rod
of wonder is used), at which point it disappears. It can follow any of the
commands a normal tamed animal of that kind would follow. If the animal was
killed, you cannot summon another one in the following five minutes. Animals
produced are always random, and only one may exist at a time.
Roll 1d
to determine the animal: rhinoceros (1-2), elephant (3) (p. B460), mouse (4-6) (as rat
from GURPS Dungeon Fantasy 5: Allies,
p. 24).
|
1-3, 5,
1-3
|
|
1-3, 5,
4-6
|
Stream
of 600 large butterflies pours forth and flutters around for 10 seconds. The
butterflies impede vision (including Infravision and Ultravision) in a
8-yard-radius area. The affected sense is at -7 in the area, and the
boundaries of this zone are detected at +7.
|
1-3, 6,
1-3
|
Enlarge Other 1 (up to 50 points in extra ST)
|
1-3, 6,
4-6
|
|
4-6, 1,
1-3
|
|
4-6, 1,
4-6
|
|
4-6, 2,
1-3
|
|
4-6, 2,
4-6
|
Explosive
Fireball 3 (Pyramid #3-63, p. 7)
|
4-6, 3,
1-3
|
|
4-6, 3,
4-6
|
Leaves
grow from the target. These last 24 hours. The wielder must win in a Quick
Contest of Will vs. the target’s HT to affect the target. This effect is
treated as Unnatural Features 3 (p. B22).
|
4-6, 4,
1-3
|
You
fire a cone of gem shards that does 1d piercing damage per level. The effect
spreads to affect everyone in a cone-shaped area. Cones use special rules;
see Area and Spreading Attacks (p.
B413). The cone has a maximum width of 5 yards at the maximum range of 10
yards This spell has the 1/2D range of 2 yards. Use Innate Attack (Beam) to
hit.
|
4-6, 4,
4-6
|
|
4-6,
5-6, 1-3
|
The
target (1-3 or 1d) or wielder (4-6 on 1d) turn permanently blue (1-2 on 1d),
green (3-4 on 1d), or purple (5-6 on 1d). The wielder must win in a Quick
Contest of Will vs. the target’s HT to affect the target. This effect is
treated as Unnatural Features 2 (p. B22). This effect cannot be dispelled by
Dispel Magic. Remove Curse or an equivalent effect must be used.
|
4-6,
5-6, 4-6
|
The
rod has DR 6 and HP 14, it weighs 5 pounds.
Statistics: Affliction
1 (HT; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Unnatural Features 2,
+2%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 2, +150%;
No Signature, +20%; Nuisance Effect, Affects the user half the times, -50%) [42/6=7]
+ Affliction 1 (HT; Disadvantage, Unnatural Features 3, +3%; Extended Duration,
1,000x, +120%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No
Signature, +20%) [39/6=7] + Air Jet 5 [30/6=5] + Ally (A specific set of
animals; Built on 50%; Constantly; Adjustable, a set of animals, does not provides
information, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, 10
minutes, -50%) [16/6=3] + Blackout
2 [46/6=8] + Color
Spray [31/6=6] + Create
Plant 1 [15/6=3] + Enlarge
Other 1 (up to 50 points in extra ST) [70] + Ethereal
Body [52/6=9] + Explosive Fireball 3 [27/6=5] + Faerie
Fire [30/6=5] + Flesh to Stone [61/6=11] + Mind-Reading
[26/6=5] + Obscure 7 (Vision; Area Effect, 8 yards, +100%; Extended,
Infravision and Ultravision, +40%; Magical, -10%; Persistent, +40%) [38/6=7] + Personal
Invisibility [66/6=11] + Piercing Attack 1d (Cone 5, +110%;
Increased 1/2D, x2, +5%; Magical, -10%; Reduced Range, 1/10, -30%) [9/6=2] + Rain
1 [46/6=8] + Shrink
3 [26/6=5] + Slow
[36/6=6] + Stinking
Cloud 1 [39/6=7] + Stroke
of Lightning 2 [20/6=4] + Stone
to Flesh [28/6=5]. Note: The random nature of the item makes
the alternative abilities divide the cost by 6 instead of 5. Weapon, Metal, x0.45;
90 EP.
TL3
Price: 2 x ($20,000 + 90 x $320) = $97,600.
No comments:
Post a Comment